"Fake Frames" Tested | DLSS 4.0, MFG 4X, & NVIDIA's Misleading Review Guide
Ringkasan
TLDRSelles videos arutatakse Nvidia multiframe generation (MFG) tehnoloogiat DLSS 4.0 raames, tuues esile mitmeid probleemseid kohti, sealhulgas vananenud lähenemisviise ja koostöö puudumist avatud allika tarkvaraga. Video käsitleb MFG eeliseid ja väljakutseid, rõhutades turunduse ja esituse segadust. Samuti uuritakse pildikvaliteedi täiustusi ja jõudluse parandusi, tuues esile võimalikke vale arusaamu frame generation'i eesmärgist. Video kutsub üles selgele suhtlemisele ja koostööle jõudluse mõõtmise tööriistade osas.
Takeaways
- 🎮 Nvidia on multiframe generation (MFG) tehnoloogia kesksel kohal.
- 🤖 DLSS 4.0 introduces new features for improved gaming.
- 📉 Nvidia kasutab vananenud avatud allika tööriistu, mis tekitab segadust.
- 🔄 MFG ei paranda madala fps jõudlusi, vaid sujuvust.
- 🔍 Pildikvaliteedi täiustused toovad kaasa muret jõudluse vähenemise kohta.
- 📊 Uus pilditöötluse mudel (Transformer) lubab paremat stabiilsust.
- 💼 Oluline on avatud allika tarkvara kõigi osaliste koostöö.
- 🚀 Nvidia peab paremini suhtlema avatud allika kogukonnaga.
Garis waktu
- 00:00:00 - 00:05:00
Nvidia'i suhtumine avatud lähtekoodiga tarkvarasse ja multiframe genereerimise (MFG) tehnoloogiasse tekitab muredekarusselli. Nvidia on lisanud avatud lähtekoodiga tarkvara oma Frame View tööriistasse, tehes muudatusi, mis näivad olevat vananenud ja eksitavad. Loodud arusaama kohaselt ei ole Nvidia teadlikud oma tarkvara aegumusest ning nad on läinud iseseid teed, mis kahjustab mõõtmistulemusi.
- 00:05:00 - 00:10:00
Rääkides multiframe genereerimisest, jagame uuringud DLSS 4.0 süsteemi tutvustamiseks, millel on täiustused võrreldes varasemate versioonidega. DLSS 4.0 fookus on frame generation'il ja kuigi on teatud arusaamad, millega nõustume, peavad kõik osalised arvestama oluliste mõõtmistermide ja -meetoditega.
- 00:10:00 - 00:15:00
DLSS, nagu selgitab Patrick, on süvamugav õppe superproovide tehnoloogia, mida on arendatud ja ajakohastatud. Nvidia on liikunud uute mudelite suunas, et saavutada paremat kvaliteeti, kuid alles jäävad varem komplitseeritud ja sageli segadust tekitavad määratlused ja numeratsioonid.
- 00:15:00 - 00:20:00
Uus Optical Multiframe Generation (OMFG) omadus, samuti DLSS Super Resolution'i renaming on osa Nvidia's sagedaste ümbernimetamisprotsessidest. Need muudatused võimaldavad Nvidia-l täiustada oma Geneerimise võimet, pakkudes samas segaseid teadmisi tarbijatele, millega nad saavad kokku puutuda.
- 00:20:00 - 00:25:00
Tulevaste funktsioonide, sealhulgas raamistiku hindamine, vajadus rõhutada latentsuse vähendamist ning uute tehnoloogiate toimetulekut on põhiteema. Kuigi Nvidia väidab, et nad suurendavad jõudlust ja stabiilsust, peavad testid ilmselt sellele vastu panema.
- 00:25:00 - 00:30:00
Nvidia'i Frame View tööriista palee, sealjuures avaldatud andmed ja vabatahtlikud koostööd Intel'iga näitavad, et üleminek avatud lähtekoodiga tarkvara pole olnud ühesuunaline koostöö, vaid pigem individuaalsed ja isolatsioonis tehtud muudatused.
- 00:30:00 - 00:38:58
Viimase osana tuuakse välja mõõtmis- ja katsetamismetoodika keerukus. Nvidia peab olema ettevaatlik oma turundusslaidide ja müügi väidete sidumisel ning tagama, et kasutajad mõistavad lahenduse tõhusust ja piire. MFG ei tohiks olla lahendus madala framerate'i olukordadele, vaid pigem pehme ja sujuva mängukogemuse rõhutamine juba aktiivsete frame rate'ide väärtustega.
Peta Pikiran
Video Tanya Jawab
What is DLSS 4.0?
DLSS 4.0 stands for Deep Learning Super Sampling, an updated feature set that includes Multiframe Generation (MFG).
What problems does Nvidia face regarding open source software?
Nvidia has faced criticism for using outdated versions of open-source tools and not collaborating effectively with developers like Intel, leading to confusion and measurement inconsistencies.
How does MFG work in DLSS 4.0?
Multiframe Generation involves generating additional AI frames to improve performance by interpolating frames between the current and previous rendered frames.
What are the performance implications of using MFG?
MFG aims to enhance already playable frame rates rather than improve low frame rates, providing smoother experience without necessarily increasing the base frame rate.
What is the new image enhancement model introduced in DLSS 4.0?
Nvidia is switching to a Transformer model for image processing, claiming improved stability and reduced ghosting, though it may slightly reduce performance.
Lihat lebih banyak ringkasan video
- 00:00:00[Music]
- 00:00:01as simply as possible Nvidia is being a
- 00:00:04dick Nvidia wants everyone to talk about
- 00:00:05multiframe generation we're happy to do
- 00:00:07that because it is worth talking about
- 00:00:09but we can't talk about MFG which is
- 00:00:11part of dss4 now without also talking
- 00:00:14about all of the problems that envidia
- 00:00:16has been leaving in its wake and its
- 00:00:18misunderstanding of how open- Source uh
- 00:00:21present mod software even works right
- 00:00:22now so Nvidia has inducted open source
- 00:00:24software into its frame view tool it's
- 00:00:27made changes and what it thinks are
- 00:00:28improvements to those tools for its own
- 00:00:31frame view software without as far as we
- 00:00:33can tell
- 00:00:47recontruction with Nvidia back at CES
- 00:00:49when they were announcing these cards
- 00:00:51they didn't seem aware at all of what
- 00:00:53was outdated about their understanding
- 00:00:55and the v1.1 version of the review guide
- 00:00:58does technically add in some notes about
- 00:01:00CPU busy and CPU weight which we're
- 00:01:02going to talk about today but it doesn't
- 00:01:04change the fact that some of the
- 00:01:06foundational information in there uh
- 00:01:09appears to be just out ofd and it's
- 00:01:11because they decided to do their own
- 00:01:13thing and use what looks like a year old
- 00:01:15version of preson as the framework for
- 00:01:18frame view rather than just working with
- 00:01:20everyone else while Nvidia has some
- 00:01:22valid points in how to measure generated
- 00:01:24frames the biggest Counterpoint is that
- 00:01:26their statements were just largely based
- 00:01:28on old outdated software that's already
- 00:01:31made a shift away from the MS between
- 00:01:33presents metric that Nvidia is now
- 00:01:34contesting and yes they mentioned CPU
- 00:01:36busy and wait but we just feel like the
- 00:01:38entire premise of how this was presented
- 00:01:40was misleading the open source license
- 00:01:41that present Mon's filed under allows
- 00:01:43Nvidia to do this it's just not a
- 00:01:44productive thing to do and we think it's
- 00:01:46potentially detrimental to testing
- 00:01:47effort so uh Intel has told us that
- 00:01:50Nvidia is welcome to contribute to
- 00:01:51present Monon Which Intel maintains and
- 00:01:53play nice with everyone else but Nvidia
- 00:01:55is doing Nvidia things as for why this
- 00:01:57is happening again this is all relevant
- 00:01:58because multiframe generation which is
- 00:01:59the topic we're diving into today
- 00:02:01whatever you want to call it generated
- 00:02:02frame uh artificial frame generated
- 00:02:05frame or they'll love this one fake
- 00:02:07frame whatever word you use they are
- 00:02:09very difficult to test and measure
- 00:02:10accurately and we're only scratching the
- 00:02:13surface of this topic today there's a
- 00:02:14whole lot of other stuff to do like
- 00:02:15image quality in the future this video
- 00:02:17will first Define what dlss 4.0 is and
- 00:02:19some of the feature set differences
- 00:02:20between that and previous dlss versions
- 00:02:23we'll also go into uh nvidia's framing
- 00:02:26of the benchmarking methodology the
- 00:02:28things we agree with some of the stuff
- 00:02:29they say is absolutely right and the
- 00:02:30things we disagree with and additionally
- 00:02:32we'll talk about the frame generation
- 00:02:33models and how they perform we do think
- 00:02:35there's something interesting here it's
- 00:02:36absolutely worth talking about uh but
- 00:02:38it's going to take a couple videos to
- 00:02:39really get through it all cuz it's
- 00:02:41complicated before that this video is
- 00:02:42brought to you by the antech flux series
- 00:02:44of cases we previously benchmarked and
- 00:02:47independently reviewed the flux Pro case
- 00:02:48and found it to be one of the best cases
- 00:02:50we tested last year the flux Pro
- 00:02:52features the Modern Trend of wood
- 00:02:54accents while also focusing on a high
- 00:02:56airflow design we found its performance
- 00:02:57to be among the best in our thermal
- 00:02:59testing the case also has a number of
- 00:03:01ease of installation features to make
- 00:03:03assembly and kale management easier
- 00:03:05learn more at the link in the
- 00:03:06description below so despite the
- 00:03:07problems we have with some of nvidia's
- 00:03:08present Monon Framing and some of the
- 00:03:10agreements we have with them dlss 4.0 is
- 00:03:12worth diving into Nvidia seems aware of
- 00:03:14how confusing the roll out of dlss has
- 00:03:17been and continues to be uh and it's mix
- 00:03:19of dlss version numbering plus
- 00:03:22differences in sort of this Matrix of GV
- 00:03:25support versus dlss version support
- 00:03:27that's what's contributed to this so
- 00:03:28we're going to try and break this down
- 00:03:29you may have seen this chart before that
- 00:03:31details the feature set and what does
- 00:03:33and doesn't work across various RTX
- 00:03:36series gpus some of this is segmentation
- 00:03:38some of it is Hardware some of it is
- 00:03:40potentially temporary segmentation that
- 00:03:42could change the future and because this
- 00:03:44topic is so complicated Patrick and I
- 00:03:45are going to split this one up so he's
- 00:03:47going to help with some of the explainer
- 00:03:48and hosting responsibilities on this he
- 00:03:50did the foundational work on writing
- 00:03:51this piece uh and has been researching
- 00:03:53dlss in the different versions for uh
- 00:03:56over a week now so I want to pass it
- 00:03:57over to him to get us started with this
- 00:04:00topic taking a step back dlss stands for
- 00:04:03deep learning super sampling that name
- 00:04:05was already strange seven years ago when
- 00:04:07it was introduced because super sampling
- 00:04:09generally means rendering at a
- 00:04:11resolution above the native screen size
- 00:04:13and then downsampling it for example if
- 00:04:16you rendered at 4K but you have a 1080
- 00:04:19screen you would get a really crisp
- 00:04:21image with excellent
- 00:04:23anti-aliasing uh dlss is kind of the
- 00:04:26opposite for dlss NVIDIA trained an
- 00:04:29algor gthm on a set of extremely high
- 00:04:31resolution uh screenshots on a per game
- 00:04:34basis and what this meant is that they
- 00:04:36could do upscaling in real time for
- 00:04:39example you could render a game at 1080
- 00:04:41on a 4K screen and it would be upscaled
- 00:04:43into a mostly okay looking image dlss is
- 00:04:46no longer trained per game but the name
- 00:04:48is stuck around the use of those
- 00:04:50training images those really
- 00:04:52highresolution screenshots is what makes
- 00:04:54it kind of sort of super sampling all of
- 00:04:57this was pretty straightforward until
- 00:04:59the release of of dlss 3.0 in
- 00:05:022022 which introduced Optical multiframe
- 00:05:05generation OMFG continuing that video's
- 00:05:08propensity to use initialisms that
- 00:05:11contain other initialisms like uh mfaa
- 00:05:14that was a fun one OMFG is Optical
- 00:05:16multiframe generation later referred to
- 00:05:18as frame generation 2X or just plain
- 00:05:21frame generation because now dlss 4 has
- 00:05:25multiframe generation now with this the
- 00:05:27original functionality of dlss was
- 00:05:29renamed to dlss super resolution and
- 00:05:32that means that Nvidia is now at a point
- 00:05:34where they can recommend deep learned
- 00:05:37super sampling super resolution Ultra
- 00:05:41performance super ultra I added the last
- 00:05:44part as for frame generation frame
- 00:05:47generation falls under the dlss umbrella
- 00:05:49even though it's not directly tied to
- 00:05:51upscaling or super sampling uh dlss 3.5
- 00:05:56added Ray reconstruction to the dlss
- 00:05:58family and now dlss 4 adds multiframe
- 00:06:01generation 3x and 4x as well as changing
- 00:06:04the underlying model for the other dlss
- 00:06:06features so dlss 4 dlss 3.5 dlss 3 at
- 00:06:11Alia are groups of features and updates
- 00:06:14if a game has dlss 4 that means it has
- 00:06:17some of the dlss 4 features from this
- 00:06:19chart most likely multiframe generation
- 00:06:22but not necessarily all of them the
- 00:06:24claims that with 50 Series AI handles 15
- 00:06:26out of every 16 pixels to multiply frame
- 00:06:29rates by up to 8X are based on using the
- 00:06:32maximum 4X MFG setting with the dlss
- 00:06:35super resolution set to Performance
- 00:06:37which was formerly the minimum quality
- 00:06:39setting that would mean that at 4K one
- 00:06:421080 frame would be rendered for every
- 00:06:44four frames displayed as for MFG MFG is
- 00:06:48available for 50 Series cards and as of
- 00:06:50writing this no other cards support
- 00:06:52multi frame Generation Now frame
- 00:06:54generation can be supported elsewhere
- 00:06:56but MFG is unique right now to the 50
- 00:06:58Series but it's also the centerpiece for
- 00:07:01nvidia's misleading marketing slides
- 00:07:03where it depicted the 90 as doing two
- 00:07:05times the performance of the 4090 this
- 00:07:08misleading chart that we've already
- 00:07:09talked about in the review is because
- 00:07:11MFG includes 4X which is up to three AI
- 00:07:15frames for every one rendered frame MFG
- 00:07:17also includes 3x or up to two AI frames
- 00:07:20for one rendered frame the existing
- 00:07:22frame generation 2x mode has been
- 00:07:24improved Nvidia says but it remains
- 00:07:26exclusive to the 40 series and later and
- 00:07:29frame generation in general still only
- 00:07:31works with games that explicitly
- 00:07:32implement it to paraphrase Nvidia the
- 00:07:34original implementation of frame
- 00:07:36generation combined four elements a
- 00:07:38previous frame a a current frame B an
- 00:07:42quote Optical flow field generated by it
- 00:07:44is Optical flow accelerator end quote
- 00:07:47and data provided directly from the game
- 00:07:49engine about motion and other elements
- 00:07:51using these inputs the card could throw
- 00:07:53together a so-called fake frame or a
- 00:07:56generated one between A and B at the
- 00:07:58cost of up frame B for a little while
- 00:08:01now of course it'd be ridiculous and a
- 00:08:03fundamental misrepresentation of frame
- 00:08:05generation if you were to get up on
- 00:08:07stage and say something untrue like I
- 00:08:10don't know it can predict the future it
- 00:08:12can predict the future uh okay well
- 00:08:15that's beside the point I wonder if this
- 00:08:17can play crisis why why does he do this
- 00:08:20uh it can't extrapolate into the future
- 00:08:23it can interpolate intelligently into
- 00:08:26the past that's the distinction here and
- 00:08:28this gets confusing if you think about
- 00:08:29it too much this creates the feeling of
- 00:08:31a smoother frame rate with some added
- 00:08:33latency which is why Nvidia reflex has
- 00:08:35always been a mandatory setting when
- 00:08:37enabling frame generation a feature that
- 00:08:39we've covered in detail reflex clears
- 00:08:41the render queue so that frames are
- 00:08:43delivered with as little latency as
- 00:08:45possible which helps mitigate the
- 00:08:47latency inherent to frame generation we
- 00:08:49have a full interview into the
- 00:08:50technicals of latency just in general
- 00:08:52including reflex if you'd like to learn
- 00:08:54more so fundamentally we get into one of
- 00:08:56the key areas that this can be kind of
- 00:08:58confusing to follow which is that uh
- 00:09:00frame generation in general is not
- 00:09:02intended it seems to turn low frame
- 00:09:04rates into playable frame rates it seems
- 00:09:07instead that it's more like it's meant
- 00:09:08for turning playable frame rates into
- 00:09:11high frame rates and this is still true
- 00:09:13for MFG as Nvidia stated to digital
- 00:09:15Foundry uh acceptable input frame rate
- 00:09:19is still about the same for 3x or 4X as
- 00:09:21it was for 2x higher input rates means
- 00:09:23fresher data for frame generation
- 00:09:25smaller gaps to bridge and then likewise
- 00:09:28less time to notice flaws in it so
- 00:09:30that's kind of the theory of how it's
- 00:09:31set up uh MFG is still Bridging the same
- 00:09:35gap between the newest rendered frame
- 00:09:37though and the previous one it's just
- 00:09:40doing so with up to three AI frames or
- 00:09:44generated frames or if you want to use a
- 00:09:46term that Nvidia probably hates fake
- 00:09:48frames and it's doing it with up to that
- 00:09:49many instead of one on the plus side
- 00:09:52this theoretically means that latency
- 00:09:53shouldn't be worse with MFG than with
- 00:09:56regular frame generation now to clear up
- 00:09:58another maybe misconception with this if
- 00:10:00you're on a 60 HZ monitor it would
- 00:10:02appear that you are not the target
- 00:10:04audience here for this solution there's
- 00:10:06no point in using frame generation to
- 00:10:09boost your frame rate past the refresh
- 00:10:11rate of the display and that's not just
- 00:10:13our opinion rendering at rates that
- 00:10:16exceed the display refresh rate can
- 00:10:18reduce latency but generating frames at
- 00:10:21a higher rate is just wasting compute
- 00:10:24power on frames you won't see this is
- 00:10:25why nvidia's dss4 demos have topped out
- 00:10:28around 200 40 FPS as for the optical
- 00:10:31flow accelerator we'll throw to one of
- 00:10:33nvidia's public videos that it's
- 00:10:35uploaded where uh it has its own
- 00:10:37resident Steve introduced the technology
- 00:10:40his name is Brian so you may be asking
- 00:10:42what is the optical flow accelerator and
- 00:10:44why do we need it and yes I have met him
- 00:10:46at events and yes we didn't talk about
- 00:10:49on video we we talked about how people
- 00:10:52comment about our hair anyway with dss4
- 00:10:55Ada's Hardware Optical flow accelerator
- 00:10:58is out of the picture dss4 frame
- 00:11:00generation is solely handled by regular
- 00:11:02tensor cores which is why digital
- 00:11:04Foundry asked that question about frame
- 00:11:06generation not MFG potentially come into
- 00:11:09more cards Nvidia claims that the new
- 00:11:11model is faster and uses less vram which
- 00:11:13makes it feel like the only point of the
- 00:11:15OFA was to make frame gen exclusive to
- 00:11:18the 40 series MFG is not possible using
- 00:11:21the old model since it quote would be
- 00:11:23required for every new generated frame
- 00:11:25and the performance cost would throttle
- 00:11:26the GPU resulting in lower input frame R
- 00:11:29end quote Nvidia did confirm with us
- 00:11:31that Blackwell which is the new
- 00:11:33architecture for the 50 Series does have
- 00:11:35a hardware OFA unit we assume here that
- 00:11:39what they're planning to use that for is
- 00:11:41situations where games don't implement
- 00:11:43the new models and maintaining
- 00:11:45compatibility with games that don't have
- 00:11:47that updated frame gen model so uh time
- 00:11:49to get into flip metering and some of
- 00:11:51the issues we mentioned earlier about
- 00:11:54Nvidia doing Nvidia things and uh and
- 00:11:58it's flawed under understanding of
- 00:11:59present Manon so we're going to get into
- 00:12:01that this is also nvidia's stated reason
- 00:12:03for MFG being exclusive to the 50 Series
- 00:12:06Nvidia has given two reasons for locking
- 00:12:08MFG to 50 Series first the fifth
- 00:12:10generation tensor cores are
- 00:12:12significantly improved and second they
- 00:12:13say Blackwell has Hardware support for
- 00:12:15flip metering flip metering shifts
- 00:12:18responsibility for frame pacing from the
- 00:12:20CPU to the GPU driver in order to
- 00:12:22effectively Pace out fake frames or
- 00:12:24generated ones which has become more
- 00:12:26important with MFG this takes place
- 00:12:29immediately prior to scan out again
- 00:12:31Blackwell's implementation of flip
- 00:12:33metering is Hardware based so it can't
- 00:12:35be ported to 40 series as is this is
- 00:12:38where we get to Nvidia doing Nvidia
- 00:12:40things and it's incorrect understanding
- 00:12:43of present modon and how it works so
- 00:12:44present Monon is a fully open source
- 00:12:46utility it is maintained by Intel it can
- 00:12:48be contributed to by basically anybody
- 00:12:50other companies like AMD have worked
- 00:12:52with Intel on maintaining and advancing
- 00:12:55parts of present Monon so uh present
- 00:12:57Monon measures performance it captures
- 00:12:59data it's able to work at a lower level
- 00:13:02with Windows and help to analyze the
- 00:13:05frame time and the frame rate
- 00:13:06performance animation error all kinds of
- 00:13:08stuff it is uh the key backbone to most
- 00:13:12of the performance analysis software
- 00:13:13that's out there so even if you don't
- 00:13:15use present Monon if you're an
- 00:13:16Enthusiast who tries to measure your
- 00:13:17performance you might use something else
- 00:13:19that does now Intel's Tom Peterson has
- 00:13:21joined us several times to explain
- 00:13:23advancements to it and how it works it's
- 00:13:25one of the most trusted testing
- 00:13:27utilities for measuring component
- 00:13:28performance and again its open-source
- 00:13:30nature is critical to that especially
- 00:13:33because it's maintained by Intel
- 00:13:34unfortunately Nvidia has decided not to
- 00:13:37contribute to and maintain present Manon
- 00:13:39in a significant way and that puts us GN
- 00:13:41in a weird position where we're acting
- 00:13:43like a a marriage counselor we get to
- 00:13:47talk to Intel on the presmont side and
- 00:13:49Nvidia on the they don't understand how
- 00:13:52it works side but they sure have some
- 00:13:53opinions so Nvidia has instead taken an
- 00:13:57ancient version of the present on core
- 00:14:00inducted it into their frame view tool
- 00:14:02which they build and maintain and it
- 00:14:05then proceeded to make adjustments as
- 00:14:07far as we can tell to that code but it
- 00:14:10didn't do this in a way where it's
- 00:14:11contributing to the public and current
- 00:14:14branch of present Manon uh and is
- 00:14:17instead maintaining its own thing as far
- 00:14:19as we can tell it looks like Nvidia has
- 00:14:22chosen not to contribute or work with
- 00:14:24Intel on present Manon in a way that
- 00:14:27would uh reflect the changes Nvidia is
- 00:14:29trying to push in this section we're
- 00:14:32getting into now this has gotten messy
- 00:14:34because this results in bifurcation of
- 00:14:36the present mon code into multiple
- 00:14:39software solutions that might be on
- 00:14:40different versions that are measuring
- 00:14:42things differently this is a big problem
- 00:14:44and Nvidia is sort of at the heart of it
- 00:14:46so things like capf frame X or uh rtss
- 00:14:50tools like this uh Hardware info they
- 00:14:52use present Monon for the frame rate
- 00:14:55analysis now we use just the present
- 00:14:57Monon actual sort of core code from
- 00:14:59present mon itself where we use uh
- 00:15:01command line for everything we do but
- 00:15:03recently as an example we introduced Jay
- 00:15:05Jay's two cents to the present man
- 00:15:07Graphics user interface and he's been
- 00:15:10doing great with it so that's kind of
- 00:15:11the core versus everything else that's
- 00:15:12using it related to flip metering Nvidia
- 00:15:16has pushed hard for a switch from
- 00:15:17present manon's Ms between presents
- 00:15:19metric to the MS between display change
- 00:15:23metric while we understand why they're
- 00:15:25trying to do this the premise we think
- 00:15:27is flawed and that's because present man
- 00:15:29already switched away from Ms between
- 00:15:32presents but Nvidia pulled us aside at
- 00:15:35CES and told us why it's time to switch
- 00:15:37away from Ms between presents and then
- 00:15:39it had a massive section of its review
- 00:15:41guide about why it's time to switch away
- 00:15:43from Ms between presents or milliseconds
- 00:15:45between presents so again this kind of
- 00:15:47goes back to that already happened but
- 00:15:51Nvidia is using old code and so it's
- 00:15:54sort of like being the last guy in town
- 00:15:57using candle light walking outside and
- 00:15:59saying I have a great idea what if we
- 00:16:01switch to electricity we think nvidia's
- 00:16:03frame view software is most likely based
- 00:16:05on preson 1.10.0 from February 2024
- 00:16:09based on inspecting the results output
- 00:16:11the current version of present Monon
- 00:16:122.3.0 no longer supports either of the
- 00:16:15metrics NV video is talking about under
- 00:16:17those names it instead switched to a
- 00:16:19frame time metric based on CPU busy and
- 00:16:22CPU weight which Nvidia says is also
- 00:16:25inadequate uh but Which Intel began
- 00:16:28talking about around a year year ago Ms
- 00:16:29between presents is an ancient metric
- 00:16:31inherited from fraps which was basically
- 00:16:34the only frame time tracking tool around
- 00:16:36when present M began development it
- 00:16:38tracks time between present calls which
- 00:16:40tell the graphics engine to finish up
- 00:16:42and put the frame on the screen but it
- 00:16:44doesn't reflect animation time or time
- 00:16:47on screen despite nvidia's decision to
- 00:16:49not participate in working on the tool
- 00:16:52that everybody else does and instead
- 00:16:53build its own outdated toys and its own
- 00:16:55playground uh it does have one good
- 00:16:57point in all of this which is that the
- 00:16:59valid part is uh situations such as MFG
- 00:17:03back to what we're talking about today
- 00:17:05have a problem here and the problem is
- 00:17:07there's external frame metering very
- 00:17:09late in the pipeline that may make the
- 00:17:11onscreen frame rate smoother than Ms
- 00:17:13between presents would imply but we
- 00:17:15don't think Ms between display change is
- 00:17:17sufficient either and that's what Nvidia
- 00:17:18is saying everyone should use
- 00:17:20milliseconds between display change also
- 00:17:22doesn't track animation time Intel
- 00:17:24defines it as quote how long the
- 00:17:26previous frame was displayed before this
- 00:17:28present was displayed in milliseconds
- 00:17:31versus Ms between presents which was
- 00:17:33quote the time between this present call
- 00:17:36and the previous one in milliseconds end
- 00:17:38quote in contrast the current present
- 00:17:40mon frame time metric is the best
- 00:17:42estimate of the time between the game
- 00:17:44taking snapshots of its physics engine
- 00:17:46however milliseconds between display
- 00:17:47changes metric does take into account
- 00:17:49flip metering for nvidia's MFG solution
- 00:17:53and so it makes sense to use it
- 00:17:54specifically for tracking nvidia's frame
- 00:17:57generation and we mentioned animation
- 00:17:59error which we've talked about again
- 00:18:00with Tom Peterson in the past and this
- 00:18:02is important just because frames are
- 00:18:04delivered at an even Pace doesn't mean
- 00:18:07they look good and it doesn't mean that
- 00:18:09things being shown in those frames have
- 00:18:11been animated at a consistent and even
- 00:18:14Pace alongside the pacing of those
- 00:18:16frames and animation times and flip
- 00:18:18times have to be consistent this was a
- 00:18:20problem with SLI and Crossfire where
- 00:18:22frames could be delivered at a constant
- 00:18:24rate but could appear stuttery anyway
- 00:18:27because animation timing didn't line up
- 00:18:29with the flip timing ideally in the long
- 00:18:31term we'd move towards using FPS as a
- 00:18:33metric for raw horsepower and animation
- 00:18:36error as a metric for smoothness so to
- 00:18:39speak but that's outside the scope of
- 00:18:40this piece so there's a lot of technical
- 00:18:42background on measurement tools and how
- 00:18:44important they are for all these new
- 00:18:46technologies coming out uh but to put a
- 00:18:48very fine point on it for okay so what
- 00:18:51what does all of this mean uh the so
- 00:18:53what is NVIDIA is being a dick and
- 00:18:56specifically doing so about present
- 00:18:58Monon and open source tool and it's then
- 00:19:00claiming that quote frame view has
- 00:19:02solved a certain bugs to make
- 00:19:04milliseconds between display change
- 00:19:05accurate and more scenarios end quote
- 00:19:07without communicating those changes to
- 00:19:10the developers when we talked to Intel
- 00:19:12about this relating to present Manon
- 00:19:14they basically said
- 00:19:16well Nvidia can talk to us if they want
- 00:19:19to but somehow we're filtering it so
- 00:19:21that puts us in a situation where in
- 00:19:23order to test MFG and have any sort of
- 00:19:26hopefully accuracy to it uh we have to
- 00:19:29use nvidia's version of an open- Source
- 00:19:32tool that Nvidia has closed off to
- 00:19:34measure nvidia's Hardware with nvidia's
- 00:19:37new technologies with supposedly bug
- 00:19:40fixes that Nvidia has not explicitly
- 00:19:43disclosed you can see why these are a
- 00:19:45lot of problems for measuring an Nvidia
- 00:19:48product it calls into question the
- 00:19:49entire premise of the metrics uh because
- 00:19:51there's no external way to really
- 00:19:53thoroughly inspect what it is NVIDIA has
- 00:19:55been doing behind the scenes now this
- 00:19:57isn't illegal under zon's current
- 00:19:59license but it is rude AMD is even
- 00:20:02currently collaborating to support
- 00:20:03tracking fluid motion frames but Nvidia
- 00:20:05is not so anyway let's get back into MFG
- 00:20:08and dlss now that we've gotten all the
- 00:20:10measurement discussion this is all
- 00:20:11really important because measuring these
- 00:20:14fake frames is uh not necessarily
- 00:20:17trivial and it requires some real
- 00:20:19serious planning on the tools being used
- 00:20:21so uh anyway we talk about image
- 00:20:23enhancements next Nvidia is switching
- 00:20:25away from convolutional neural networks
- 00:20:26to a Transformer model for d s rolling
- 00:20:29out as a beta this change affects all
- 00:20:31RTX cards the gist is that the new model
- 00:20:34should have a better understanding of
- 00:20:35which areas of the screen are important
- 00:20:37and therefore has a quote greater
- 00:20:40stability reduced ghosting higher detail
- 00:20:42in motion and smoother edges in a scene
- 00:20:44and quote this is an image quality
- 00:20:46improvement not a performance
- 00:20:47Improvement and may actually worsen
- 00:20:49performance a bit Nvidia notes that
- 00:20:51quote while Ada and Blackwell both
- 00:20:53benefit from this new model the
- 00:20:55Transformer model is often more
- 00:20:56performant on Blackwell end quote and
- 00:20:58we'll show our own results in a few
- 00:21:00minutes here for each of the DLS has
- 00:21:02four features we've discussed the new
- 00:21:03frame generation model MFG the
- 00:21:05Transformer model for DLS SSR and RR
- 00:21:08there are now driver level overrides for
- 00:21:11example with a game that supported the
- 00:21:12original FG and a card that supports MFG
- 00:21:15you could use the driver to force MFG
- 00:21:18this is a whit list system so not every
- 00:21:21game will support overriding and the
- 00:21:23ones that do won't necessarily have
- 00:21:25every dss4 feature available we don't
- 00:21:27expect this to get a ton of VI the
- 00:21:29interface is currently confusing and
- 00:21:30we'd assume that most developers is
- 00:21:32willing to go through the hassle of
- 00:21:33getting whitelisted for overrides will
- 00:21:35just update their games there are plenty
- 00:21:37of other new features that were
- 00:21:38announced alongside the 50 Series but
- 00:21:39we're just talking about dlss here
- 00:21:41reflex is technically not dlss but it is
- 00:21:44a dependency so we're throwing it in
- 00:21:46reflex's new feature is frame warp which
- 00:21:49is similar to the reprojection tech
- 00:21:51that's been used in VR it checks Mouse
- 00:21:53input at the last possible moment and if
- 00:21:55it detects an update it shifts the
- 00:21:56camera over to approximate the correct
- 00:21:59movement the unrendered pixels are then
- 00:22:01painted in whether or not this
- 00:22:03represents a literal reduction in
- 00:22:04latency is arguable but it should feel
- 00:22:06like it time to get into performance
- 00:22:08testing this is really complicated for
- 00:22:09all of the wrong reasons so uh we have a
- 00:22:12couple groups of comparisons here our
- 00:22:13first and primary objective is going to
- 00:22:15be to compare the old and the new models
- 00:22:17for frame generation to each other and
- 00:22:19so what we're looking at is what's the
- 00:22:20difference between the two models we're
- 00:22:22not looking at the 490 versus the 590 we
- 00:22:24have both sets of results but it's not a
- 00:22:26comparison of cards it's a comparison of
- 00:22:28model mod running on cards for frame
- 00:22:30generation there's a couple challenges
- 00:22:32of analyzing so-called fake frames and
- 00:22:35one of them is that there isn't a clear
- 00:22:37amount of generated frames necessarily
- 00:22:40so in other words it's not necessarily
- 00:22:42consistent how many generated frames
- 00:22:43there are and that poses a challenge
- 00:22:46another challenge is that although we
- 00:22:47will have a control on the charts for I
- 00:22:50don't raw frames pure frames the purest
- 00:22:53of frames with no artificial pixels in
- 00:22:55them whatever you call those normal fr
- 00:22:58frames we're going to have a control for
- 00:23:00those but generated frames by the very
- 00:23:03nature of them are not alike for like
- 00:23:05comparison because they're not the same
- 00:23:07frames they contain generated data and
- 00:23:12so the whole thing is just it's it makes
- 00:23:14it challenging to do true head-to-head
- 00:23:16comparisons which is why we have such a
- 00:23:18problem with Nvidia that marketing
- 00:23:19charge that's a different discussion all
- 00:23:20right so our test bench is detailed on
- 00:23:22the website it's free of thirdparty ads
- 00:23:24and it includes the hardware
- 00:23:25configuration you can check that out
- 00:23:27scroll through it see the hardware if
- 00:23:28you want to see it and another important
- 00:23:30thing is that we're not covering image
- 00:23:32quality in this piece that'll come later
- 00:23:34but we'll go over performance numbers
- 00:23:36today image quality is an entirely
- 00:23:38different Deep dive Nvidia provided six
- 00:23:40games to the Press with the new DLS S4
- 00:23:42features available we dug through them
- 00:23:44to find some way to isolate the features
- 00:23:46for testing four of the games had native
- 00:23:48feature implementations and two were
- 00:23:50whitelisted for driver overrides as
- 00:23:52mentioned earlier we were forced to use
- 00:23:54frame view for all benchmarks involving
- 00:23:56frame generation for the purposes of
- 00:23:58these tests we're including generated
- 00:24:00frames in our averages our first task is
- 00:24:02to compare the old frame gen model
- 00:24:04performance versus the new frame gen
- 00:24:05model performance on the 490 and 590 the
- 00:24:08company hasn't claimed that image
- 00:24:09quality will change or improve with the
- 00:24:11new method the only two games available
- 00:24:13to us with both models for Marvel Rivals
- 00:24:15and Dragon Age Veil guard both through
- 00:24:17driver overrides but we were also able
- 00:24:20to make a usable comparison with
- 00:24:21Hogwarts Legacy we're using the games
- 00:24:23that work with it for the charts coming
- 00:24:24up focus on the red versus the orange
- 00:24:26bars that's where we look at the two mod
- 00:24:28the blue bar which is the uh control
- 00:24:31Baseline no frame generation it's kind
- 00:24:32of questionable whether that can be
- 00:24:34directly compared to the FG models
- 00:24:36because of the differences we've already
- 00:24:37talked about there's one other confusing
- 00:24:38aspect as well if we want to compare the
- 00:24:40impact of overhead on real frame
- 00:24:43rendering as well then we need to know
- 00:24:45how many fake frames were generated in
- 00:24:46the fake plus real frame rate to then
- 00:24:49compare against the real frames in the
- 00:24:51real only frame non-generated rendering
- 00:24:53in other words if the frames are half
- 00:24:55fake then we need to real cut the fake
- 00:24:58frames in real half because the half
- 00:25:01fake real having would real have the
- 00:25:03percent uplift caused by the half fake
- 00:25:06frames but it's not clear if you can
- 00:25:09just divide by two because MFG generates
- 00:25:11up to three fake frames that are fully
- 00:25:14artificial for every one real frame but
- 00:25:17then it's up two and so it's not as easy
- 00:25:19as maybe just dividing and anyway this
- 00:25:21is getting way too complicated you can
- 00:25:23see exactly what the issue is with all
- 00:25:24of this we're going to put numbers on
- 00:25:26the screen and then our solution to the
- 00:25:27complication is we're going to read the
- 00:25:30numbers that are on the screen and do
- 00:25:32percent comparison between the two
- 00:25:34models that is the simplest thing we can
- 00:25:36do you get the idea it's a very tricky
- 00:25:37subject this benefits Nvidia with it
- 00:25:40being tricky and uh the whole thing is
- 00:25:43kind of it's challenging to say how
- 00:25:46precisely like for like anything is but
- 00:25:48that is the nature of artificially
- 00:25:50generated data so let's get into some
- 00:25:52charts that are real of at least half
- 00:25:56fake data but that's real so here they
- 00:26:00are here's Dragon Age Veil guard at 4K
- 00:26:02with Max settings we manually increased
- 00:26:03it above the highest preset for this
- 00:26:05dlss super resolution or Sr and AA or
- 00:26:08anti-aliasing were not used for these
- 00:26:10tests and reflex was enabled even for
- 00:26:12the control runs without frame
- 00:26:13generation each card should be compared
- 00:26:15against itself here so we'll start with
- 00:26:16the 490 the new model with f2x on the
- 00:26:19490 ran at 107 FPS average against the
- 00:26:22old models result of 100.7 FPS average
- 00:26:25an increase in fake plus real frame
- 00:26:27perceived fake Plus real performance of
- 00:26:296.26 probably real per. if we were to
- 00:26:31filter out the fake frames to only real
- 00:26:33frames to real evaluate the fake
- 00:26:35overhead then that percentage comes down
- 00:26:37hopefully you're following the RTX 590
- 00:26:39ran at 143.5 FPS average on the new
- 00:26:42model and 136.6 on the old model an
- 00:26:45improvement in the as captured result of
- 00:26:475.1% uplift in perceived performance
- 00:26:50again there's more Nuance if you filter
- 00:26:52out the artificial frames Hogwarts
- 00:26:53legacy's up next this one didn't have a
- 00:26:55driver level override for the frame
- 00:26:57generation model so we had to control
- 00:26:59that variable by switching back and
- 00:27:01forth for the Press build otherwise the
- 00:27:03results would be invalid but
- 00:27:04complicating it more Ray tracing
- 00:27:06features were updated in the Press build
- 00:27:09and that would make it invalid so we
- 00:27:11disabled all RT effects for these tests
- 00:27:14we first compared the public and the
- 00:27:15Press versions of the game with frame
- 00:27:17generation off to ensure that the
- 00:27:19comparison even made any sense and was a
- 00:27:22valid comparison disabling RT
- 00:27:23effectively equalized the performance
- 00:27:25between the game versions 107.3 to 10
- 00:27:286.9 is with an error as you see in this
- 00:27:29chart and
- 00:27:32151.90 is also with an error that makes
- 00:27:34these valid between the versions under
- 00:27:36these specific conditions that brings us
- 00:27:38to this chart in Hogwarts Legacy the 490
- 00:27:40had a 14% uplift in perceived
- 00:27:42performance from 153 fps to 175 FPS
- 00:27:46average with the new model while the
- 00:27:485090 had a 10% uplift from 224 to 247
- 00:27:53FPS average working backwards based on
- 00:27:55the output frame rates we can deduce
- 00:27:56that the new frame generation model
- 00:27:58model is easier on the GPU this allows
- 00:28:00more resources to be dedicated to
- 00:28:01rendering it enables a higher input
- 00:28:03frame rate and that then comes back
- 00:28:05around to benefiting frame generation
- 00:28:08the other piece of the puzzle will be
- 00:28:09determining whether subjective image
- 00:28:11quality has changed in a later video but
- 00:28:14from a performance perspective today
- 00:28:15switching away from OFA is better the
- 00:28:18second feature we tested in isolation
- 00:28:19was the old convolutional neural network
- 00:28:21model versus the new Transformer model
- 00:28:24this affects both dlss super resolution
- 00:28:26and dlss Ray reconstruction we were able
- 00:28:28to test Sr in isolation but RR Ray
- 00:28:32reconstruction requires Sr to be enabled
- 00:28:35again an infinite list of nested
- 00:28:38variables first up is Veil guard again
- 00:28:40and using the driver override feature
- 00:28:42for AB testing Ray reconstruction isn't
- 00:28:45available as a feature in this game so
- 00:28:46this is purely a super resolution test
- 00:28:48we used the dlss SR quality preset which
- 00:28:51given the 4K output resolution means a
- 00:28:542560 X 1440 render resolution on the
- 00:28:564090 performance softw using the new
- 00:28:58Transformer model versus the older CNN
- 00:29:00model with the older model retaining a
- 00:29:035% performance Advantage the No dlss
- 00:29:06Control result is included for context
- 00:29:08but that's not the comparison we're
- 00:29:10focusing on here on the 90 the older CNN
- 00:29:12model had a similar performance
- 00:29:14advantage of 4% averaging 105 FPS versus
- 00:29:17101 with the Transformer model the
- 00:29:19difference between the performance
- 00:29:20degradation on the two cards is
- 00:29:21minuscule here but these results would
- 00:29:23technically align with nvidia's Claim
- 00:29:24about the Transformer model being quote
- 00:29:26more performant on Blackwell end quote
- 00:29:29the differences are too small here to
- 00:29:31make that a firm conclusion what we can
- 00:29:33say with certainty is that the new model
- 00:29:35is a little lower performance than the
- 00:29:37old one with Veil guard cyberpunk 2077
- 00:29:40crashing Liberty is up next when it
- 00:29:42works it has Ray reconstruction as a
- 00:29:44feature so we were able to test both
- 00:29:46dlss Sr alone and dlss Sr and RR in
- 00:29:50combination when it worked as noted
- 00:29:52during our dlss 3.5 coverage it's
- 00:29:54possible for R Rec construction to raise
- 00:29:56or lower performance depending on the
- 00:29:58systems that it replaces in a given game
- 00:30:01however it continues to have no
- 00:30:03significant performance impact in
- 00:30:04cyberpunk we recorded results without
- 00:30:06Ray reconstruction but we cut them from
- 00:30:08these charts because it made no
- 00:30:10difference the losses aren't huge the
- 00:30:12490 with dlss and Ray reconstruction
- 00:30:14dropped from 71 FPS with CNN to 68 with
- 00:30:18the Transformer Model A 5% Advantage for
- 00:30:21the old model in terms of performance on
- 00:30:23the 5090 switching to the new model
- 00:30:24dropped average FPS from 92 to 86 7 %
- 00:30:28performance Advantage for the older
- 00:30:29model on this card anecdotally we
- 00:30:31noticed that the newer model reduces
- 00:30:33ghosting and visibly improves the
- 00:30:36appearance of animated textures and
- 00:30:37cyberpunk so this level of performance
- 00:30:39loss is likely an acceptable trade-off
- 00:30:42that comes back to a future image
- 00:30:43quality piece though because the new DLS
- 00:30:45ssrr model comes with a performance hit
- 00:30:48unlike the straight upgrade to FG we
- 00:30:50have enough acronyms for you we expect
- 00:30:52many games updated to support the model
- 00:30:54will take the same approach as cyberp
- 00:30:56Punk hopefully without the crashing and
- 00:30:57offer a choice between CNN and
- 00:30:59Transformer in settings hopefully those
- 00:31:01toggles actually work also unlike
- 00:31:03cyberpunk because they remain
- 00:31:04problematic in this game we always
- 00:31:06relaunch games between settings changes
- 00:31:08of any kind but we noticed that
- 00:31:09relaunching cyberpunk with our specific
- 00:31:11settings would switch to the Transformer
- 00:31:13model invisibly while claiming to still
- 00:31:16use CNN in the menu we were forced to
- 00:31:18toggle CNN off and on from inside the
- 00:31:22game in order to test it reliably all of
- 00:31:25this was observed in the public 2.21
- 00:31:27steam release this is an extremely
- 00:31:29subtle bug it wastes a huge amount of
- 00:31:31time and it could invalidate data so to
- 00:31:33be as efficient as possible we'll just
- 00:31:35recycle our cyberpunk rant from 2 years
- 00:31:37ago because it's still valid today
- 00:31:39here's a clip also if cdpr is listening
- 00:31:42please fix the settings menu that we
- 00:31:45talked about earlier individual settings
- 00:31:47get reset constantly for inscrutable
- 00:31:49reasons we've had situations where we've
- 00:31:50applied settings click run Benchmark in
- 00:31:52the settings menu then the settings at
- 00:31:54the end of the bench were different from
- 00:31:55the ones that we'd set at the start it's
- 00:31:57extremely diff difficult to have
- 00:31:58confidence that the settings are ever
- 00:32:00what they say they are our final
- 00:32:01performance comparisons are frame pacing
- 00:32:03with frame generation enabled this comes
- 00:32:05with two major caveats first we're using
- 00:32:07frame view for logging so the plotted
- 00:32:09frame times are milliseconds between
- 00:32:10display change second we don't have a
- 00:32:12way to toggle frame metering on the 590
- 00:32:15so we're forced to make a general
- 00:32:17comparison between fg2 X behavior on the
- 00:32:19490 without frame metering versus the
- 00:32:21590 with frame metering ideally we'd run
- 00:32:23the FG 4X on the 90 alone with versus
- 00:32:27without frame metering the new frame gen
- 00:32:29model was used for these comparisons so
- 00:32:32here's Dragon Age again as always making
- 00:32:34a comparative plot is Complicated by the
- 00:32:36fact that the higher performance card
- 00:32:37renders more frames the 490s plot shows
- 00:32:39the kind of up and down variation
- 00:32:41between every frame that might be
- 00:32:43expected from frame generation with the
- 00:32:45majority of the pass oscillating up and
- 00:32:46down by 1 to 2 milliseconds on each
- 00:32:48individual frame that may not be enough
- 00:32:50to cause a visible problem in this title
- 00:32:53but it's a good illustration of the
- 00:32:54problem that Nvidia is trying to address
- 00:32:56the 590 actually has had visibly wider
- 00:32:58deviations from the average on the whole
- 00:33:00but the up and down deviations didn't
- 00:33:02occur between every single consecutive
- 00:33:04frame we'd want to see much flatter
- 00:33:06lines even still ideally most people
- 00:33:08notice excursions at 8 to 12
- 00:33:10milliseconds were not there with this
- 00:33:11chart but based on prior interviews
- 00:33:13we've done that seems be where people
- 00:33:14notice it you'd still want a flatter
- 00:33:16line ideally though Hogwarts Legacy
- 00:33:18showed results closer to what Nvidia
- 00:33:19promised with frame metering the 490s
- 00:33:21still exhibit some up and down Behavior
- 00:33:23between individual frames as real and
- 00:33:25fake frames alternate while the 509s
- 00:33:27frame are clearly more stable the game
- 00:33:29also renders at a very high frame rate
- 00:33:31though so the actual time Delta in
- 00:33:33milliseconds between frames is minuscule
- 00:33:35even on the 490 the 90 also doesn't
- 00:33:38completely eliminate the occasional
- 00:33:39frame time Spike we still see those in
- 00:33:41this chart with a particularly large one
- 00:33:43shown at the end of this past so we
- 00:33:44arrive here this is one of the videos
- 00:33:46where jumping to the conclusion is going
- 00:33:47to actually cut out a lot of really
- 00:33:49important stuff like measurement
- 00:33:51methodology and all of these different
- 00:33:52things that nvidia's kind of they've got
- 00:33:54their way they want you to do it and we
- 00:33:57just think that it's kind of a
- 00:33:59reason because look they could
- 00:34:00contribute to present Manon like
- 00:34:02everyone else and we could make it a lot
- 00:34:04less complicated but anyway breaking
- 00:34:06down dss4 into its individual components
- 00:34:08the new frame generation model does
- 00:34:10perform better broadly speaking and
- 00:34:12there shouldn't be a trade-off inv
- 00:34:13visual Fidelity but we haven't fully
- 00:34:15confirmed that yet we've just kind of
- 00:34:16anecdotally looked at it we have a
- 00:34:18separate image quality comparison that
- 00:34:19we're going to be working on we haven't
- 00:34:20started yet I think we're starting
- 00:34:21tomorrow probably and um that's where
- 00:34:23we're going to look at the image quality
- 00:34:24tradeoff so this is a very big topic and
- 00:34:27has a lot of composite Parts we're going
- 00:34:29to tackle it in pieces and then uh we'll
- 00:34:31be able to form a full picture from all
- 00:34:33that latency is another one of those
- 00:34:34things that we're going to be looking at
- 00:34:35as well in relation to all of this so
- 00:34:38this is just to be clear this is only a
- 00:34:39part of the story which is intentional
- 00:34:42just because we want to really go in
- 00:34:43depth with every part of it as much as
- 00:34:45we can but anyway the updated model also
- 00:34:47theoretically makes single frame
- 00:34:48generation possible uh on tensor
- 00:34:51equipped RTX card and Nvidia has at this
- 00:34:55point made no indication that it plans
- 00:34:57to support that but in theory it could
- 00:34:59be supported on things that are not
- 00:35:00currently officially supported the new
- 00:35:02Transformer model for dlss Sr and RR
- 00:35:05performs worse than the older CNN model
- 00:35:07but it should also look better and our
- 00:35:09experience so far anecdotally suggests
- 00:35:12that it is worth it for that we'll
- 00:35:13follow up with that frame pacing with
- 00:35:15frame generation enabled should be
- 00:35:17improved versus the 40 series but this
- 00:35:19would mostly apply to MFG and the 40
- 00:35:22series can't do MFG still our extremely
- 00:35:24limited testing on that aspect does show
- 00:35:27that frame metering has an effect we'd
- 00:35:29also like to really drive home this one
- 00:35:30key point because it keeps coming up not
- 00:35:32just online but uh even in discussions
- 00:35:35in the office where other people who
- 00:35:36aren't part of this project are kind of
- 00:35:37asking about it the same concept keeps
- 00:35:40coming up which is that uh frame gen is
- 00:35:43really to make already acceptable frame
- 00:35:46rates into so-called smooth frame rates
- 00:35:49it's it's more of a smoothing thing than
- 00:35:51it is a corrective thing so kind of
- 00:35:53break that habit that uh Jensen Juan has
- 00:35:57reinforced on stage that it fixes a
- 00:36:01problem because what it's really doing
- 00:36:04is helping something that's already
- 00:36:05acceptable uh just be a little bit
- 00:36:08smoother but it's not going to fix a
- 00:36:1125fps sort of native rendering rate and
- 00:36:16turn that into something that feels like
- 00:36:19it's truly 50 or something like that
- 00:36:20you're not going to get that experience
- 00:36:22in the same way as a native 50 would in
- 00:36:24that example so the place to use this
- 00:36:25would be things like 4K 240 ol ads that
- 00:36:28have been coming out recently sometimes
- 00:36:30Nvidia seems aware of this and other
- 00:36:31times it decides that it's not
- 00:36:33advantageous to be aware of it like when
- 00:36:35it says that the 5070 is equivalent to a
- 00:36:38490 because of MFG even though in that
- 00:36:41presentation in one sentence he makes it
- 00:36:42very clear where he's like 570 $550
- 00:36:45equals a 490 all because of AI 490
- 00:36:48performance at $549 impossible without
- 00:36:51artificial intelligence and then
- 00:36:51literally the next sentence he drops the
- 00:36:53because of AI part and it just kind of
- 00:36:55morphs into 570 equals 4 90 see previous
- 00:36:59sentence for the really important caveat
- 00:37:01if you have bad performance frame
- 00:37:03generation May disappoint you dlss super
- 00:37:06resolution is a more helpful option in
- 00:37:08that situation where you can just modify
- 00:37:10the actual render resolution and gain
- 00:37:12some more frame rate through that method
- 00:37:14so that's the way to think about this
- 00:37:15stuff we think for now and we're really
- 00:37:17just getting started in this it's fun
- 00:37:19there's a lot of cool stuff that we get
- 00:37:20to look at with this and uh part of that
- 00:37:23is because Nvidia is inconsistent with
- 00:37:26when it claims certain things
- 00:37:28and we think that there may be strategic
- 00:37:30reasons for that and uh it would benefit
- 00:37:33them if it's a little confusing
- 00:37:34sometimes it could also just be that
- 00:37:37people are actually legitimately
- 00:37:38confused about all this stuff that's
- 00:37:39what we're trying to help with um we
- 00:37:41have been ramping on this because it's a
- 00:37:43really detailed topic I mean the review
- 00:37:45guide is like over a 100 pages long and
- 00:37:47we read that and we had a lot of
- 00:37:49complaints about some of the stuff they
- 00:37:50wrote in there we talked about a lot of
- 00:37:51those today uh but even still it's
- 00:37:53complicated so next things are image
- 00:37:55quality we're going to work on that and
- 00:37:57then uh I'd like to do latency I don't
- 00:38:00know what our timeline is on latency but
- 00:38:02IQ we're going to work on next so keep
- 00:38:04an eye out for image quality comparisons
- 00:38:06and otherwise lot of cool stuff coming
- 00:38:07up we have some more GPU coverage to
- 00:38:09kind of close us out with the ITX case
- 00:38:11testing with the flowthrough design
- 00:38:12that's going to be really fun and just
- 00:38:13kind of a scientific experiment then we
- 00:38:15also have some impact to CPU tower
- 00:38:17cooling performance uh in a traditional
- 00:38:19ATX case with that dual flow through
- 00:38:20that's something I'm just personally
- 00:38:22really excited about because it's a fun
- 00:38:24test it's the kind of stuff that I love
- 00:38:25working on just to see what it does uh
- 00:38:27but beyond those we're probably going to
- 00:38:29start looking back to pre-builts and uh
- 00:38:32cases and things like that to get you
- 00:38:33some more content diversity but uh
- 00:38:35there's a lot of stuff for GPS right now
- 00:38:37so stick with us through that and at the
- 00:38:39very least we have some fun feature
- 00:38:40tests check back for more subscribe as
- 00:38:42always you can go to store. Gamers
- 00:38:43access.net to help us out directly with
- 00:38:45this testing and the uh amount of
- 00:38:48additional information we try to provide
- 00:38:49these days in the videos and you can go
- 00:38:51to patreon.com Gamers if you want to
- 00:38:53throw a few bucks our way to help fund
- 00:38:55our operation thanks for watching we
- 00:38:57we'll see you all next time
- Nvidia
- DLSS 4.0
- MFG
- Open source
- Frame generation
- Image quality
- Performance
- Transformer model
- GPU
- Testing